Anybody excited for the future of DAW software in VR?
There are so many possibilities such as having vst synthesizers look like actual keyboards and modular rigs in a studio room.
I wonder what company will be the first to capitalize on this.
Anybody excited for the future of DAW software in VR?
There are so many possibilities such as having vst synthesizers look like actual keyboards and modular rigs in a studio room.
I wonder what company will be the first to capitalize on this.
I want an album that exists as a virtual reality space where your physical movements change the music as you listen. The spatial sound tied to head movement is already really impressive
Thats a pretty neat use of VR that i've never considered before. One big barrier I can imagine is the lack of a physicality. Music production is pretty binary in that you're either playing the instrument or youre not. It'll get to a point but unless you have the instrument in front of you you'll still just be fiddling around with a DAW
There needs to be a live jam room with multiple people that exists in VR. Would be harder for it to be like guitar/string instruments with precise finger stuff but drums or mallets could work and the user could basically have the creativity to construct their own instruments however they want, and could have mic(s) placed around the room and, if desired, the mics could move during the recording of the music if one had an idea for some interesting panning effects that couldn’t be done in real life without production after the recording itself.
Have been working on a VR visualizer for Valhalla Room and basically a bird's eye view of the room you're actually in sizewise and I'm still working on coefficients for sound diffusion with different parameters of bass trap and various foam setups. I honestly think creating different visualization tools for mixing and production can bring a new level of nuance to the game again that things like Splice and the popularization of trap has removed. All things have become parameterized and rationalized instead of it being about what I really think it used to be: the unique and mysterious touch of a person using an instrument and the terrain of senses used to play an instrument-- and I think VR in production can maybe get a bit closer to that but ultimately I think that Splice is honestly the death knell (a sound which, you will most likely find a suitable sample of on Splice) of music production and composition into the realm of consumer curation in which production is nothing more than a fun game of Minecraft whose tools will be sold to you on a monthly basis a la Adobe.
>There are so many possibilities such as having vst synthesizers look like actual keyboards and modular rigs in a studio room.
huh idk, how would you capture the motion of the hands tweaking faders?
I’m sorry I know nothing about any of the things you mention in places, can you say all of this like I’m 5?
Could VR feet be a thing? Like that could use pedals matched to a specific function for the synth?
One could use a midi controller via pointing their hand remote at the VST or effect you want on your virtual rack, and then you just use a fader that has a USB or MIDI line to it, and it will automagically guess what parameters get mapped to your fader table. I mean you can get a USB fader set cheap as fuck-- that wouldn't be a huge leap.
I'd need to know what places you didn't understand and the things that you didn't understand in them, user.
What is: Vahala Room, sound diffusion, bass trap, Splice (which you capitalized so I assume it’s a specific Thing), parameterized and rationalized, and what tripe specifically it is you are referring to when you talk about tools being sold on a monthly basis like a fun game such as Minecraft
Valhalla room is a reverb VST I like to use for it's simple UI and the fact that I have found a way to reverse engineer a means to control it via a macro that is handled through a UE4 project so I can use my VR headset. Splice is a service that sells full samples that are song ready for people, that include full chord progressions, back beats or otherwise finished songs in some cases that are accessed through a subscription fee with a cleverly built desktop client that allows easy access to the files so you can drop them into your DAW of choice. This is not your granddad's sampling experience. This is something new all entirely in terms of what it is doing to most modern producers' workflows.
Parameterized and rationalized in this case refers to the fact that most instruments are nothing more than algorithms in a computer in the form of VSTs that have no real mystery to them as all known possibilities are had in front of you in form of adjustable parameters whereas physical instruments still include that all too unpredictable element of human touch to them-- as for tools being sold on a monthly basis this is once again, in respect to Splice and the dumbing down of production by it to nothing more than a game of curation.
Producers are getting so lazy they're not even making the pigfeed music anymore, they're just putting the samples on splice to make royalties and letting you make your own. It's consumer curation.
Nobody will ever use such a thing seriously. Vsts and Software have the benefit of ease of workflow. When you make music you wanna be efficient and not run around in a Virtual space pretending youre in a studio. I really cant imagine why anyone would wanna use such a thing.
I'm intrigued as to why you consider efficiency important, I also have another question: what would you say the difference between style and workflow is?
i consider effie
well that looks retarded didnt mean to post it like that lol. I consider being efficient important whenever im working on sth. be it music or my normal job. Considering i work full time and aim to be a respected musician one day as well, i need to be as efficient as possible when im working on my music in my spare time.
The difference? Well workflow is basically efficiency imo. Style i guess you mean is about how you would work in the virtual space, which i guess is sth you consider stylish. But seriously where are the benefits here? You have to haptic experience at all, so you would still Control the virtual environment with your controller (so you cant really "play" on a synthesizer) the Visual aspect is implemented in vsts already. I could see someone argue "well it's more fun this way to play around with modular synths that way. Yeah might be, but then you can do that in Front of a normal screen as well.
I see this more of being a gimmick, but not that a serious DAW Developer (like ableton, steinberg and so on) would ever implement it.
But why? Is it simply a matter of market expediency? Like, "I have a client coming in three hours to check out the mix and sit and go over some comps I did of them, but I need to do X?" But, this still plays into the question I have about the difference between style and workflow.
Though, wouldn't working for efficiency be changing one's style in a manner that allows them to work more efficiently? It's something that I've been struggling with in terms of thought as of late considering that things like Splice exist now.
im not a commercial musician (yet) but why do you consider it not important? You wanna get your projects finished in a timely manner right? Isnt that sth. you can apply to every aspect of life? (Well except sex, but thats not a project lol)
I thought i had answered your question here if not, then i havent understood it i guess
>why you consider efficiency important
bro working on a computer is all about efficiency. if you take 10 seconds to do a task in a DAW that you can do in 2 seconds in another daw, and you do that task about 200 times per day, it's a very drastic difference. Now imagine there are 50-60 different types of tasks like this. Learning keyboard shortcuts, how the software works and how to work most efficiently, mapping out your workflow are all characteristics of a good producer. While I admit are less important than creativity and ideas and 'ear' and whatnot they're still very, very crucial. If you can get a detailed idea out in 10 minutes that means a lot.
but to stay on topic, VR DAWs seem like an interesting idea though I can't see myself using one but I hope I'm proven wrong one day, just like those people that said cars will never replace horses or some shit like that lmao
Alright, but what when it comes to things like bussing and handling comps and tuning? Surely, there's different ways to go about doing it and that one's style informs one how to go about doing it and that the most efficient process isn't always the best sounding one, or conducive to creative workarounds or insights, no?
As for a VR DAW, I think that ironing out the distinction between workflow and style is important as I think we should be weary about the kind of box we've been using for the past forever and perhaps hypothetically build a DAW that doesn't lead us down the same shit creeks, if you will.
I already used an interface like this to produce (my last album)
I think that trying to work with efficiency as a primary factor is kind of a null game to play with music at this point. You might as well just get yourself a Splice account and go from there. I know this sounds bunk as fuck, but I really do think the branding of music as like, I don't know, something you can do behind a computer using software and service suites has kind of brought in the weird, to borrow the words of Max Weber, Iron Cage advocates. As for finishing my projects in a timely manner, I think that's a matter of just setting a deadline and if you want it done, you find a way to get it done. Working for clients can always be different, though the freedom of creativity isn't always yours there so it's about trying to find the right tools in which to help the client find the sound they want, and that's where the study of different styles or workflows should come into play as while you the musician may not like to mic a drumset up in that manner, your client may and you as the producer must find a way to do that well or alternatively know how to do it well.
>just like those people that said cars will never replace horses or some shit like that lmao
Im not the pro DAW guy (im this guy: it's really not the same tho. the upgrade from horses to cars was a 1000% upgrade in every aspect (and well, mainly efficiency) which literally EVERYONE benefitted from, whereas a VR DAW is a niche toy for synthie/vr nerds
you don't need VR to do that though.
the only use i can see is something like a generic midi controller that would get mapped the parameters in AR from the target device you want to control, but this is kinda dumb and overkill if you ask me.
i think any worthy use of VR for musical production would imply some kind of motion capture system, perhaps a simple IR grid one like kinect to record automation/trigger clips/plays drums (and again you don't need a VR headset to do that, just a kinect and puredata for a net price of about 20 bucks), or some precise hands motion capture, but these devices are really complex and super expensive (like several thousands) so far. Actually i don't even know if it's possible to precisely capture the 3d position of your fingers right now (speed and acceleration is easy, position is tricky).